Summary
Animation Controller-driven props stop updating visually at distance on a per-player basis, while the actual prop and collisions continue moving correctly. This causes major desync for drivable ships and moving platforms.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Verse
Steps to Reproduce
- Create a prop that is driven through Verse using Animation Controller movement.
- Set up collision/gameplay so the prop continues moving and interacting in the world.
- Start a multiplayer session with at least 2 players.
- Move the prop a large distance away from one player, around 20,000 units or more. Using Animation Controller.
- Observe the prop from the distant player’s perspective.
- Compare the visual position of the prop to its actual collision/gameplay position in the world.
Expected Result
The prop should continue updating visually for all relevant players at the same position as its real collision/gameplay state, even at distance.
Observed Result
At around 20,000 units, the prop freezes or stops updating visually for some players, but the actual prop and collisions continue moving correctly in the world. This causes players to see the ship in the wrong location, and it may suddenly pop back once the real position comes back into range.
Platform(s)
Windows
Video
Additional Notes
This is causing major issues for drivable ships. In Kraken, a ship can appear to be in one place for a player, but when they jump onto it, it is actually somewhere else because another player has already moved it. In a ship PvP prototype, enemy ships freeze visually at distance while their real collision/gameplay state keeps moving.
I also tested a Scene Graph version, but that seemed even worse visually at distance, with the ship appearing to vanish entirely.
This makes ship-based gameplay feel fundamentally blocked unless there is a workaround or intended alternative approach.